branchrust_reboot/main/render_pipeline_testingcancel
81 Commits over 123 Days - 0.03cph!
Set unity_RenderingLayer in mesh decal pass to fix lighting issues with decals
use nonjittered matrix for water reflection sampling to fix flickering with DLSS
Fix decal screen UVs on RRP DLSS
Fix ViewModelCamera null rendertarget on BIRP
Fix DeferredMeshDecals null rendertarget on BIRP
Update raditation RRP volume vignette values
Disable RRP water additional lights for parity
Implement upscaling method options (nearest, linear, bicubic, biquadratic, catmull-rom) and move sharpening pass to after upscale
Set BlurOptimized iterations param to nointerp
Fix BIRP blur only blurring horizontal
Adjust blur UI volume settings to compensate for grabpass
Move blur to after uberpost pass
Fix refraction filter pass with merged resolution handling changes
Replace common water texture samplers with shared sampler
Cache compute shader kernels ids for rrp passes
Combine blur and downsampling for refraction filter pass, use firefly filter as first downsample pass instead of full res pass, increase minimum res to 32, reduces draws (28->16) and is faster
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WaterStandardCore light intensity correction
Setup oxygen RRP postfx volume and overlay
Render DDraw on beginCameraRendering for RRP
Fix BlurOptimize shader typo
Change BlurOptimized downsample param to nointerp and replace BlitPass with raster pass
Batch add stencil block to common shaders
Add PaintableRenderer for paintable cameras and setup with painting dialog prefab to fix background
Stop clearing camera target in gbufferpass which was stomping the camera clear colour
Add stencil block to molotov, and expose shadow intensity property to fix invisible bottle shadow
Remove terrain depth prepass alloc
Move SSAO (and motion vector) passes to before transparent
Fix ambient light flickering
Apply UnityPixelLightIntensityCorrection for billboardlight-RRP to fix particle lighting
Declare hair shader stencil block
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Fix RRP lightingpass memory leak
Coverage Queries Renderer Feature
Add radial blur to RRP combined with blur optimized and setup explosion volume and overlay
Reduce RRP vignette effect
Fix underwater labs windows refraction texture with RRP
Fix noise texture uv in volumetric light beam
Move volumetric light beam UpdateCameraRelatedProperties work to vertex shader
Toggle BeamGeometry component when mesh visibility is set by LOD. Fixes UpdateCameraRelatedProperties running for every disabled beam.
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
Fix VolumetricLightBeam on RRP
Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering
Apply greyscale after colour grade (fixes NVG)
Remove linear conversion in ColorAdjustments to match BRP
Use linear conversion in greyscale to match BRP